Multi spawn options

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  2. 9 years ago

    Ok finished it up and it should work, I'll edit the post in a few minutes once I have it tested to make sure.

  3. Many many thanks Spyder. you guys rock!

  4. Edited 9 years ago by SpyderBlack723

    Ok well damn, couldn't get it to work but I can't see the error. I tried moving the respawn_west marker and seeing if I would respawn where I moved the marker to, it didn't seem to work.. maybe someone else can scavenge this code and tell me what's wrong.

    _caller = _this select 1;
    openMap true;
    onMapSingleClick "respawn_west setMarkerPos _pos; clicked = 1; openmap false;onMapSingleClick ''; true;";
    waitUntil {(clicked == 1)};
    hint "Insertion marker has been moved";

    ..I'll try changing something real quick and try that
    I feel like this is too simple to not work lol

    Edit: Yeah I messed up somewhere give me a sec to fix.

  5. Edited 9 years ago by SpyderBlack723

    Ok GOT IT, apparently you cannot move a respawn marker such as respawn_west through a client

    This just means you can't move the base respawn marker but I believe it should work fine for the insertion marker.. Here is the new script

    _caller = _this select 1;
    openMap true;
    onMapSingleClick "'marker1' setMarkerPos _pos; clicked = 1; openmap false;onMapSingleClick ''; true;";

    Add this code to a notepad file and save it in your mission folder and name it moveMarker.sqf
    To make this code work for you, simply change "marker1" to the to the name of your insertion marker that you want to move

    Add this code to a notepad file and save it in your mission folder and name it moveMarker.sqf

    Then to add the action to a player put this in there initialization box: this addAction ["Move insertion points","moveMarker"];

    .. If you have the debug menu active for your mission you can just put this code in there and then change "this" to the name of the unit you want to add it to and hit "Local Exec"

    Here is a demo mission: http://www.mediafire.com/download/thdz182v15dc57m/MarkerMovement.VR.pbo
    non-pbo'ed version: http://www.mediafire.com/download/iaj2umqzua9iwy4/MarkerMovement.VR.rar

  6. Edited 9 years ago by R3d_N1nja

    wow fantastic! thank you for your time on this.
    I'll try it out tonight for sure, and let you know how it goes.

    cheers

    EDIT: Thanks for the demo's too! seriously, amazing support guys! thank you.

  7. Edited 9 years ago by SpyderBlack723

    Np, note that in the demo you are moved to the location that the marker is moved to, I just did this to show that it actually works. In the example code I put in my last post this does not happen. So for an actual mission just overwrite the moveMarker.sqf in the demo mission with what I posted previously

    _caller = _this select 1;
    openMap true;
    onMapSingleClick "'marker1' setMarkerPos _pos; clicked = 1; openmap false;onMapSingleClick ''; true;";
  8. Edited 9 years ago by R3d_N1nja

    good day Spyder.

    the scripts worked great! very cool! thanks again for helping out. Its definitely doing what I hoped for!

    A few things I'm unsure of (if you have further time to help out):

    1- can the selection in the respawn menu be attached to where the Destination marker is? - currently it always shows where the respawn module is (i think).

    2- Can the Hint only show after I click and change the position. currently it comes up after 3 seconds of opening the map (sleep = 3;), but I don't know how to make it dependent on WHEN i move the location. not a huge deal - it still works, which is awesome!

    3- The initial hope was that the insertion option could be listed WITH the regular base respawn (or any other respawn locations I may drop down). I tried with a basic 'respawn_west' marker, but there still only shows the one option (which i think is the destination marker) - the selection always shows back at base. The chopper DOES drop you off at the updated marker location though, so i'm not sure whats happening there. Any thoughts on this?

    mission here: https://www.dropbox.com/s/ihlhpjz0fak6wg2/respawntest%2520v2.Altis.rar?dl=0
    I'll make an account for media fire if you can't get into dropbox.

    thanks again!

  9. Deleted 9 years ago by R3d_N1nja
  10. Edited 9 years ago by SpyderBlack723

    Ill take a look when I get home. I don't really use the multispawn module so I can't give much help off the top of my head.

    I'll change that script as well.

    Edit: I have some time so i'll try to adress some of it here

    2. I'll change the script, no problem

    3. I don't think you can add the basic type of respawn along with multispawn respawn options. Maybe this could be submitted for a feature request. Concerning multispawn not visually showing the updated insertion point, this may just be a limitation of the multispawn module because tbey might not have planned on the marker ever being moved. Could be wrong but it's the first thing that came into mind.

  11. yea that's what it looks like since the actual selection seems to appear over where the synced transport unit is placed (could be wrong).

  12. Edited 9 years ago by SpyderBlack723

    Try changing the moveMarker.sqf to this

    _caller = _this select 1;
    openMap true;
    onMapSingleClick "'marker1' setMarkerPos _pos; hint 'Insertion marker has been moved'; openmap false;onMapSingleClick ''; true;";

    See if that does what you want it to, if not let me know.

    Updated mission example:
    http://www.mediafire.com/download/iaj2umqzua9iwy4/MarkerMovement.VR.rar

  13. 8 years ago

    yes that new movemarker.sqf is perfect! thank you!

    the missions 'basics' seem to be taking form nicely - if not slowly.
    The issue I have now (And I'm not asking you to solve this for me - you've done plenty) is that once my player respawns - I lose the ability to use the 'move marker' action. It is no longer in my action menu.

    I assume the solution is in the same realm as 'how to keep my gear' (and other things attached to my character) when re spawning. I have done some searching on it, but will take some time to get my head around what is actually happening in those examples.
    Basic things like keeping your gear when re spawning really should be made simpler by BIS in my opinion - but it is what it is.

  14. drop a file named onPlayerRespawn.sqf in your mission folder - this file will be processed automagically when the player respawns. Add whatever code is needed to this file.

    BIS threads:

    https://www.google.ca/search?q=arma+3+onplayerrespawn+site:forums.bistudio.com&espv=2&biw=1233&bih=872&sa=X&ei=weRAVazlNMGfyAT144D4CA&ved=0CDMQrQIoBDAB

  15. Edited 8 years ago by SpyderBlack723

    Yep using what Savage's posted, in the onPlayerRespawn.sqf you use
    _unit = _this select 0;
    to select and pass things onto the respawning unit

    So in your onPlayerRespawn.sqf you would put this
    _unit = _this select 0;
    _unit addAction ["Move Insertion Point","moveMarker.sqf"];

    Sorry can't use code brackets very well on mobile and as always I can help more when I get home if you need it.

    This should do the trick, just drop in your mission folder.
    http://www.mediafire.com/download/accxsnpbc58i6ep/onPlayerRespawn.sqf

  16. thanks guys. will test when i get home!

  17. Edited 8 years ago by BOSSMANSHEILD

    I have been testing multi spawn and it only partially works.
    1 set up Building to respawn into Created a marker named it
    ALiVE_SUP_MULTISPAWN_RESPAWNBUILDING_BLU­_F

    Tested ok by itself
    I addedt seperate module
    Vehicle Respawn
    added ALiVE_SUP_MULTISPAWN_RESPAWNVEHICLE_BLU_­F to truck name
    When I died it doesnt give me option where to respawn

    It put me in the building each time. I removed the building marker and module and I spawn in truck.
    so the truck is working just not giving me option.

    So far in description.txt I have this
    onLoadIntroTime=false;
    onLoadMissionTime=false;
    disabledAI=1;
    debriefing=1;
    showGPS=1;
    Respawn = 3;
    RespawnDelay = 15;
    RespawnDialog = 0;
    respawnButton = 1;

    Is there something I missed.

    So basically can it give me more than one option / location to respawn.

  18. Edited 8 years ago by PillowTalk

    You need to use the Respawn Template system to get the menu to choose your spawn location.

    In the description.ext:

    respawnTemplates[] = {"MenuPosition"};

    AFAIK, Alive does not provide this itself. Without it, you will just spawn at a random valid spawn point.

    You will also need to change respawnDialog from 0 to 1, I think. I am not sure if that is just for the scoreboard and death timer or for the whole menu system. It's nice to have the timer anyway, which I know for sure it controls.

  19. 7 years ago

    Sorry To Bring Up Old Thread, But Spyder I Was Trying To Do The Exact Thing You Are Describing, As Far As Moving Respawn Marker. The Respawn Marker Moves As It Is Supposed To, But The Helicopter Still Inserts To The Original Location Of Marker. I Couldn't Download Your Example Mission, It Is No Longer There.

    Any Help Would Be Greatly Appreciated
    Thanks
    Dan

  20. Fairly certain that's just how the module works. I remember trying it awhile ago with the same results.

  21. Thanks For The Reply.
    Dan

 

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